| // Copyright 2024 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #include "src/tint/lang/glsl/writer/raise/texture_builtins_from_uniform.h" |
| |
| #include <vector> |
| |
| #include "gtest/gtest.h" |
| #include "src/tint/lang/core/fluent_types.h" |
| #include "src/tint/lang/core/ir/transform/helper_test.h" |
| #include "src/tint/lang/core/number.h" |
| #include "src/tint/lang/core/type/binding_array.h" |
| #include "src/tint/lang/core/type/depth_multisampled_texture.h" |
| #include "src/tint/lang/core/type/depth_texture.h" |
| #include "src/tint/lang/core/type/multisampled_texture.h" |
| #include "src/tint/lang/core/type/sampled_texture.h" |
| #include "src/tint/lang/core/type/storage_texture.h" |
| #include "src/tint/lang/glsl/writer/common/options.h" |
| |
| using namespace tint::core::fluent_types; // NOLINT |
| using namespace tint::core::number_suffixes; // NOLINT |
| |
| namespace tint::glsl::writer::raise { |
| namespace { |
| |
| using GlslWriter_TextureBuiltinsFromUniformTest = core::ir::transform::TransformTest; |
| |
| TEST_F(GlslWriter_TextureBuiltinsFromUniformTest, TextureNumLevels) { |
| auto* t = b.Var(ty.ptr(handle, ty.sampled_texture(core::type::TextureDimension::k2d, ty.f32()), |
| core::Access::kRead)); |
| t->SetBindingPoint(0, 0); |
| b.ir.root_block->Append(t); |
| |
| auto* func = b.ComputeFunction("main"); |
| b.Append(func->Block(), [&] { |
| auto* tex = b.Load(t); |
| b.Let("len", b.Call(ty.u32(), core::BuiltinFn::kTextureNumLevels, tex)); |
| b.Return(func); |
| }); |
| |
| auto* src = R"( |
| $B1: { # root |
| %1:ptr<handle, texture_2d<f32>, read> = var undef @binding_point(0, 0) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:texture_2d<f32> = load %1 |
| %4:u32 = textureNumLevels %3 |
| %len:u32 = let %4 |
| ret |
| } |
| } |
| )"; |
| |
| ASSERT_EQ(src, str()); |
| |
| auto* expect = R"( |
| TintTextureUniformData = struct @align(16) { |
| metadata:array<vec4<u32>, 1> @offset(0) |
| } |
| |
| $B1: { # root |
| %1:ptr<uniform, TintTextureUniformData, read> = var undef @binding_point(0, 30) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:u32 = div 0u, 4u |
| %4:u32 = mod 0u, 4u |
| %5:ptr<uniform, vec4<u32>, read> = access %1, 0u, %3 |
| %6:vec4<u32> = load %5 |
| %7:u32 = access %6, %4 |
| %len:u32 = let %7 |
| ret |
| } |
| } |
| )"; |
| |
| TextureBuiltinsFromUniformOptions cfg = {{30u}, {{.offset = 0, .count = 1, .binding = {0}}}}; |
| Run(TextureBuiltinsFromUniform, cfg); |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(GlslWriter_TextureBuiltinsFromUniformTest, TextureNumSamples) { |
| auto* t = b.Var(ty.ptr(handle, ty.depth_multisampled_texture(core::type::TextureDimension::k2d), |
| core::Access::kRead)); |
| t->SetBindingPoint(0, 0); |
| b.ir.root_block->Append(t); |
| |
| auto* func = b.ComputeFunction("main"); |
| b.Append(func->Block(), [&] { |
| auto* tex = b.Load(t); |
| b.Let("len", b.Call(ty.u32(), core::BuiltinFn::kTextureNumSamples, tex)); |
| b.Return(func); |
| }); |
| |
| auto* src = R"( |
| $B1: { # root |
| %1:ptr<handle, texture_depth_multisampled_2d, read> = var undef @binding_point(0, 0) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:texture_depth_multisampled_2d = load %1 |
| %4:u32 = textureNumSamples %3 |
| %len:u32 = let %4 |
| ret |
| } |
| } |
| )"; |
| |
| ASSERT_EQ(src, str()); |
| |
| auto* expect = R"( |
| TintTextureUniformData = struct @align(16) { |
| metadata:array<vec4<u32>, 1> @offset(0) |
| } |
| |
| $B1: { # root |
| %1:ptr<uniform, TintTextureUniformData, read> = var undef @binding_point(0, 30) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:u32 = div 0u, 4u |
| %4:u32 = mod 0u, 4u |
| %5:ptr<uniform, vec4<u32>, read> = access %1, 0u, %3 |
| %6:vec4<u32> = load %5 |
| %7:u32 = access %6, %4 |
| %len:u32 = let %7 |
| ret |
| } |
| } |
| )"; |
| |
| TextureBuiltinsFromUniformOptions cfg = {{30u}, {{.offset = 0, .count = 1, .binding = {0}}}}; |
| Run(TextureBuiltinsFromUniform, cfg); |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(GlslWriter_TextureBuiltinsFromUniformTest, TextureNumLevelsNonZeroMetadataOffset) { |
| auto* t = b.Var(ty.ptr(handle, ty.sampled_texture(core::type::TextureDimension::k2d, ty.f32()), |
| core::Access::kRead)); |
| t->SetBindingPoint(0, 0); |
| b.ir.root_block->Append(t); |
| |
| auto* func = b.ComputeFunction("main"); |
| b.Append(func->Block(), [&] { |
| auto* tex = b.Load(t); |
| b.Let("len", b.Call(ty.u32(), core::BuiltinFn::kTextureNumLevels, tex)); |
| b.Return(func); |
| }); |
| |
| auto* src = R"( |
| $B1: { # root |
| %1:ptr<handle, texture_2d<f32>, read> = var undef @binding_point(0, 0) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:texture_2d<f32> = load %1 |
| %4:u32 = textureNumLevels %3 |
| %len:u32 = let %4 |
| ret |
| } |
| } |
| )"; |
| |
| ASSERT_EQ(src, str()); |
| |
| auto* expect = R"( |
| TintTextureUniformData = struct @align(16) { |
| metadata:array<vec4<u32>, 11> @offset(0) |
| } |
| |
| $B1: { # root |
| %1:ptr<uniform, TintTextureUniformData, read> = var undef @binding_point(0, 30) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:u32 = div 42u, 4u |
| %4:u32 = mod 42u, 4u |
| %5:ptr<uniform, vec4<u32>, read> = access %1, 0u, %3 |
| %6:vec4<u32> = load %5 |
| %7:u32 = access %6, %4 |
| %len:u32 = let %7 |
| ret |
| } |
| } |
| )"; |
| |
| TextureBuiltinsFromUniformOptions cfg = {{30u}, {{.offset = 42, .count = 1, .binding = {0}}}}; |
| Run(TextureBuiltinsFromUniform, cfg); |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(GlslWriter_TextureBuiltinsFromUniformTest, |
| TextureNumLevelsBindindArrayAccessThroughPointer) { |
| auto* texture_type = ty.sampled_texture(core::type::TextureDimension::k2d, ty.f32()); |
| auto* textures = b.Var(ty.ptr<handle>(ty.binding_array(texture_type, 3))); |
| textures->SetBindingPoint(0, 0); |
| b.ir.root_block->Append(textures); |
| |
| auto* func = b.ComputeFunction("main"); |
| b.Append(func->Block(), [&] { |
| auto* ptr_texture = b.Access(ty.ptr<handle>(texture_type), textures, 1_u); |
| auto* texture = b.Load(ptr_texture); |
| b.Let("len", b.Call(ty.u32(), core::BuiltinFn::kTextureNumLevels, texture)); |
| b.Return(func); |
| }); |
| |
| auto* src = R"( |
| $B1: { # root |
| %1:ptr<handle, binding_array<texture_2d<f32>, 3>, read> = var undef @binding_point(0, 0) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:ptr<handle, texture_2d<f32>, read> = access %1, 1u |
| %4:texture_2d<f32> = load %3 |
| %5:u32 = textureNumLevels %4 |
| %len:u32 = let %5 |
| ret |
| } |
| } |
| )"; |
| |
| ASSERT_EQ(src, str()); |
| |
| auto* expect = R"( |
| TintTextureUniformData = struct @align(16) { |
| metadata:array<vec4<u32>, 1> @offset(0) |
| } |
| |
| $B1: { # root |
| %1:ptr<handle, binding_array<texture_2d<f32>, 3>, read> = var undef @binding_point(0, 0) |
| %2:ptr<uniform, TintTextureUniformData, read> = var undef @binding_point(0, 30) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %4:u32 = construct 1u |
| %5:u32 = add 0u, %4 |
| %6:u32 = div %5, 4u |
| %7:u32 = mod %5, 4u |
| %8:ptr<uniform, vec4<u32>, read> = access %2, 0u, %6 |
| %9:vec4<u32> = load %8 |
| %10:u32 = access %9, %7 |
| %len:u32 = let %10 |
| ret |
| } |
| } |
| )"; |
| |
| TextureBuiltinsFromUniformOptions cfg = {{30u}, {{.offset = 0, .count = 3, .binding = {0}}}}; |
| Run(TextureBuiltinsFromUniform, cfg); |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(GlslWriter_TextureBuiltinsFromUniformTest, TextureNumLevelsBindindArrayAccessThroughValue) { |
| auto* texture_type = ty.sampled_texture(core::type::TextureDimension::k2d, ty.f32()); |
| auto* textures = b.Var(ty.ptr<handle>(ty.binding_array(texture_type, 3))); |
| textures->SetBindingPoint(0, 0); |
| b.ir.root_block->Append(textures); |
| |
| auto* func = b.ComputeFunction("main"); |
| b.Append(func->Block(), [&] { |
| auto* textures_value = b.Load(textures); |
| auto* texture = b.Access(texture_type, textures_value, 1_u); |
| b.Let("len", b.Call(ty.u32(), core::BuiltinFn::kTextureNumLevels, texture)); |
| b.Return(func); |
| }); |
| |
| auto* src = R"( |
| $B1: { # root |
| %1:ptr<handle, binding_array<texture_2d<f32>, 3>, read> = var undef @binding_point(0, 0) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:binding_array<texture_2d<f32>, 3> = load %1 |
| %4:texture_2d<f32> = access %3, 1u |
| %5:u32 = textureNumLevels %4 |
| %len:u32 = let %5 |
| ret |
| } |
| } |
| )"; |
| |
| ASSERT_EQ(src, str()); |
| |
| auto* expect = R"( |
| TintTextureUniformData = struct @align(16) { |
| metadata:array<vec4<u32>, 1> @offset(0) |
| } |
| |
| $B1: { # root |
| %1:ptr<handle, binding_array<texture_2d<f32>, 3>, read> = var undef @binding_point(0, 0) |
| %2:ptr<uniform, TintTextureUniformData, read> = var undef @binding_point(0, 30) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %4:binding_array<texture_2d<f32>, 3> = load %1 |
| %5:texture_2d<f32> = access %4, 1u |
| %6:u32 = construct 1u |
| %7:u32 = add 0u, %6 |
| %8:u32 = div %7, 4u |
| %9:u32 = mod %7, 4u |
| %10:ptr<uniform, vec4<u32>, read> = access %2, 0u, %8 |
| %11:vec4<u32> = load %10 |
| %12:u32 = access %11, %9 |
| %len:u32 = let %12 |
| ret |
| } |
| } |
| )"; |
| |
| TextureBuiltinsFromUniformOptions cfg = {{30u}, {{.offset = 0, .count = 3, .binding = {0}}}}; |
| Run(TextureBuiltinsFromUniform, cfg); |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(GlslWriter_TextureBuiltinsFromUniformTest, SameBuiltinCalledMultipleTimesTextureNumLevels) { |
| auto* t = b.Var(ty.ptr(handle, ty.sampled_texture(core::type::TextureDimension::k2d, ty.f32()), |
| core::Access::kRead)); |
| t->SetBindingPoint(0, 0); |
| b.ir.root_block->Append(t); |
| |
| auto* func = b.ComputeFunction("main"); |
| b.Append(func->Block(), [&] { |
| auto* tex = b.Load(t); |
| b.Let("len", b.Call(ty.u32(), core::BuiltinFn::kTextureNumLevels, tex)); |
| b.Let("len2", b.Call(ty.u32(), core::BuiltinFn::kTextureNumLevels, tex)); |
| b.Return(func); |
| }); |
| |
| auto* src = R"( |
| $B1: { # root |
| %1:ptr<handle, texture_2d<f32>, read> = var undef @binding_point(0, 0) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:texture_2d<f32> = load %1 |
| %4:u32 = textureNumLevels %3 |
| %len:u32 = let %4 |
| %6:u32 = textureNumLevels %3 |
| %len2:u32 = let %6 |
| ret |
| } |
| } |
| )"; |
| |
| ASSERT_EQ(src, str()); |
| |
| auto* expect = R"( |
| TintTextureUniformData = struct @align(16) { |
| metadata:array<vec4<u32>, 1> @offset(0) |
| } |
| |
| $B1: { # root |
| %1:ptr<uniform, TintTextureUniformData, read> = var undef @binding_point(0, 30) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:u32 = div 0u, 4u |
| %4:u32 = mod 0u, 4u |
| %5:ptr<uniform, vec4<u32>, read> = access %1, 0u, %3 |
| %6:vec4<u32> = load %5 |
| %7:u32 = access %6, %4 |
| %len:u32 = let %7 |
| %9:u32 = div 0u, 4u |
| %10:u32 = mod 0u, 4u |
| %11:ptr<uniform, vec4<u32>, read> = access %1, 0u, %9 |
| %12:vec4<u32> = load %11 |
| %13:u32 = access %12, %10 |
| %len2:u32 = let %13 |
| ret |
| } |
| } |
| )"; |
| |
| TextureBuiltinsFromUniformOptions cfg = {{30u}, {{.offset = 0, .count = 1, .binding = {0}}}}; |
| Run(TextureBuiltinsFromUniform, cfg); |
| EXPECT_EQ(expect, str()); |
| } |
| |
| TEST_F(GlslWriter_TextureBuiltinsFromUniformTest, SameBuiltinCalledMultipleTimesTextureNumSamples) { |
| auto* t = b.Var(ty.ptr(handle, ty.depth_multisampled_texture(core::type::TextureDimension::k2d), |
| core::Access::kRead)); |
| t->SetBindingPoint(0, 0); |
| b.ir.root_block->Append(t); |
| |
| auto* func = b.ComputeFunction("main"); |
| b.Append(func->Block(), [&] { |
| auto* tex = b.Load(t); |
| b.Let("len", b.Call(ty.u32(), core::BuiltinFn::kTextureNumSamples, tex)); |
| b.Let("len2", b.Call(ty.u32(), core::BuiltinFn::kTextureNumSamples, tex)); |
| b.Return(func); |
| }); |
| |
| auto* src = R"( |
| $B1: { # root |
| %1:ptr<handle, texture_depth_multisampled_2d, read> = var undef @binding_point(0, 0) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:texture_depth_multisampled_2d = load %1 |
| %4:u32 = textureNumSamples %3 |
| %len:u32 = let %4 |
| %6:u32 = textureNumSamples %3 |
| %len2:u32 = let %6 |
| ret |
| } |
| } |
| )"; |
| |
| ASSERT_EQ(src, str()); |
| |
| auto* expect = R"( |
| TintTextureUniformData = struct @align(16) { |
| metadata:array<vec4<u32>, 1> @offset(0) |
| } |
| |
| $B1: { # root |
| %1:ptr<uniform, TintTextureUniformData, read> = var undef @binding_point(0, 30) |
| } |
| |
| %main = @compute @workgroup_size(1u, 1u, 1u) func():void { |
| $B2: { |
| %3:u32 = div 0u, 4u |
| %4:u32 = mod 0u, 4u |
| %5:ptr<uniform, vec4<u32>, read> = access %1, 0u, %3 |
| %6:vec4<u32> = load %5 |
| %7:u32 = access %6, %4 |
| %len:u32 = let %7 |
| %9:u32 = div 0u, 4u |
| %10:u32 = mod 0u, 4u |
| %11:ptr<uniform, vec4<u32>, read> = access %1, 0u, %9 |
| %12:vec4<u32> = load %11 |
| %13:u32 = access %12, %10 |
| %len2:u32 = let %13 |
| ret |
| } |
| } |
| )"; |
| |
| TextureBuiltinsFromUniformOptions cfg = {{30u}, {{.offset = 0, .count = 1, .binding = {0}}}}; |
| Run(TextureBuiltinsFromUniform, cfg); |
| EXPECT_EQ(expect, str()); |
| } |
| |
| } // namespace |
| } // namespace tint::glsl::writer::raise |